Dayz Explorer 1.28.160049
Loading...
Searching...
No Matches
hit_water.c
Go to the documentation of this file.
2{
3 void Hit_Water()
4 {
5 SetSingleParticle(ParticleList.IMPACT_WATER_SMALL_ENTER);
6
7 m_AngledEnter = 10;
8 }
9
10 override void EvaluateEffect(Object directHit, int componentIndex, vector pos, int impact_type, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, string ammoType)
11 {
12 super.EvaluateEffect(directHit, componentIndex, pos, impact_type, surfNormal, exitPos, inSpeed, outSpeed, ammoType);
13
14 m_SurfNormal = "0 0 0";
15 }
16
17 override float CalculateStoppingForce(float in_speedf, float out_speedf, string ammoType, float weight)
18 {
19 float projectile_weight_coef = weight / DEFAULT_PROJECTILE_WEIGHT;
20
21 float stopping_force = (in_speedf - out_speedf) * projectile_weight_coef;
22
23 if ( stopping_force < 350 )
24 SetEnterParticle(ParticleList.IMPACT_WATER_SMALL_ENTER);
25
26 if ( stopping_force >= 350 && stopping_force < 750 )
27 SetEnterParticle(ParticleList.IMPACT_WATER_MEDIUM_ENTER);
28
29 if ( stopping_force >= 750 )
30 SetEnterParticle(ParticleList.IMPACT_WATER_LARGE_ENTER);
31
32 return stopping_force;
33 }
34
35 override void OnEnterCalculations( Particle p )
36 {
37 // no particle scaling
38 }
39
40 override void OnExitCalculations(Particle p, float outSpeedf)
41 {
42 // no particle scaling
43 }
44
45 override void OnRicochetCalculations(Particle p, float outspeedf)
46 {
47 // no particle scaling
48 }
49
50 override void OnEnterAngledCalculations(Particle p)
51 {
52 // no particle scaling
53 }
54}
Legacy way of using particles in the game.
Definition particle.c:7